RpTheHotrod
RpTheHotrod
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Survivors get 16 perks per match. Killers get 4. By design, killer perks should be more impactful than survivor perks.
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Considering they can look at what killer is in play and adjust accordingly for mmr (which is why you can't change killers in a lobby like you can change survivors), I would love for them to be able to have the map generation also depending on the killer. M1 kill with no mobility? Less safe pallets. High mobility killer? More safe pallets.
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Weird question about an addon the update brought up. For the add-on Soma's Family Photo, isn't Soma a clone and wouldn't have a family other than all his other fellow clones? I'm assuming the original DNA source wasn't named Soma. Does he have the memories of the original and misses a family that isn't his?
Sincerely,
Things that Keep Me Up at Night
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I loop the killer and waste as much time as possible and make it painful enough for the killer that he won't want to chase me anymore.
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The whole "it's just a ptb for testing" claim went out the window when Made For This was on the PTB. It had a ton of negative feedback regarding how broken it was vs already weak killers. There were a TON of productive suggestions to address the issue. However, the devs came out and just said something along the lines of, "We will keep an eye on it and change if necessary." It went live...AS-IS regardless of the deluge of negative feedback about it and took almost an entire year for the devs to acknowledge that it was a problematic perk and eventually get reworked.
That gives us absolutely no faith in any problematic PTBs because we dont want to have to deal with a year of a problem before it is eventually fixed.
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Camping in itself isn't bad, it's just a bad idea. They'll be losing and losing often if they are camping while gens have zero pressure and fly faster than they already are. They'll figure out pretty quick camping is a losing strategy. This is part of learning the game.
Now what DOES need to change is to make new players aware that survivors can unhook themselves if the killer camps TOO much. Again, camping isn't "bad", but if they do it too much, survivors benefit from it.
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@Lexilogo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023062#Comment_4023062
It already works with Exit Gates! Totems and Chests too.
I really like the idea of being able to use Mirrored Illusion in chase, though part of me thinks that might be such a departure from its original effect that it'd be better as a new Perk. (eg. an exhaustion perk that creates an illusion that runs straight)
I do think Mirrored Illusion should be a better, well, illusion. I personally lean against adding a penalty for Killers falling for it, I prefer it as a fun first Perk, but the ideal scenario for Mirrored Illusion is it stirring up so much paranoia that the Killer no longer trusts their eyes and has to walk right up to a generator to check it. I think it might be neat if Mirrored Illusion remembered every generator you've used it on already, and respawned the illusion at a random side of the generator the next time it's used, rewarding jumping between multiple generators by sowing illusions everywhere
Oh yeah, forgot that it DOES work on exit gates - I've literally done that before.
That being said, the perk is based on D&D, and minor illusions are fairly limited. It's either an audible sound, or it's a non-moving illusion, so I don't think it should end up being a chase perk. That being said, there's a lot of things they could do, such as illusory pallets, or illusory generators so it looks like a gen spawned somewhere but actually isn't there. Would be funny to loop where there's no pallet, but the killer things there is one there…or runs over to check on a gen that isn't real.
Bear in mind, wasting the killer's time is huge in the game, so there is already a penalty for the killer falling for it.
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023091#Comment_4023091
Fair assesemnet, and in a way most killer with stealth in their kit have a tell when they are going to attack you/nearby
PIg ambush, a roar
Myers, loud breathing
Wraith, Bell ring
And ghostie, flappy robes and flip-flops.
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I think ghostie would be in a much better place if they simply made his drop leg knife sheath entirely basekit. Also give him shrouded movement speed increase while not in chase so he can get around the map easier but not have it affect chases.
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Not sure how it could be buffed without making it broken. Perhaps while in a locker, you can exit normally but can also exit with the illusion. Doing so will cause an illusion to remain with the locker where a survivor will appear to fast exit and enter every few seconds until the duration expires. However, considering it is the spell minor illusion, it wouldn't be able to have a visible and audible effect at the same time, so it is just visual - no loud noise notifications. It is still niche, but at least you would have another option with it. Oooo, what about it also working on exit gates where it looks like someone is interacting with the gate?
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@Mandy said:
To give more context, we playtested this with our Consultants, they were successfully able to weaponise the no collision, dropping pallets for other survivors, flashlight saves etc. It was making the survivor pretty invincible in that area, which is definitely not the intention of a mechanic to reduce tunneling. You could clip inside the killer for Flashbang saves etc, it really was pretty problematic. The solution was to remove the no collision.
Then simply disable their ability to interact with anything while elusive. They need to use elusive to gtfo, not to interact with items and such. Heck, make it really count and shroud them with invisibility. Give them 10 seconds of no noises, blood, aura reads, killer instinct, or scratch marks, no player collision, disable their ability to interact with anything, and become invisible to all players to avoid survivors following them and giving their position away. The killer will have absolutely no clue where they went, the survivor can't interact with anything, and they have a whole 10 seconds to be able to do only one thing - leave the area. Now they have ample opportunity to have a fair reset and then they are back on the menu like anyone else. If the killer comes across them again, they were outplayed instead of just being chased off hook.
This would disallow healing under hook, but frankly, anyone doing so is just asking to get tunneled anyway, so it's a win win to discourage bad plays. If a survivor wants healing, and there is no killer nearby, they can just follow their unhooker for 10 seconds then poof back and can request a heal.
What do you want more, the extinction of tunneling, or tunneling to always exist in some form but you can heal under hook?
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It's a bit of a misnomer. High MMR is actually generally easy to get to. It pretty much just means players with a good amount of experience. Considering it's easy to get into high MMR (seriously, the lower threshold is fairly low), when people say high MMR, they mean players with experience ie outside of the inexperienced pool of players or otherwise who just occasionally play. With that being mind, it isn't unrealistic to expect the devs to balance around experienced levels of play as opposed to balancing around people who hardly have any experience in the game.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018494#Comment_4018494
regardless of if the solo player is working with the team they still cant make call outs where hex totems are or call outs what gens they are at or what areas are now pallet dead zones. as solo player i dont have the advantages that swf brings so i work as a team to a point (i will crank out gens asap and save someone if i think it will buy me time to get the rest of the gens done) but i wont risk myself for my team mates. sure i can loop the killer for 2 or 3 min but whats the point if my team refuse to touch gens? then when i dont need the team anymore its every man/woman for themselves, when the gens are done, im going for the gates and getting out. i learnt the hard way as solo player i cant rely on my team mates to perform well or work as a team, i get meme players, people doing adepts, doing totems, griefers, people that just cant loop. playing selfishly works for me. i get some hate but i dont care lol its like solo players seem to want this coordinated team effort without the resources to do so. give me comms and a way to let me team know crucial info and i will work as a team more, untill then solo players should play for themselves imo.
Playing selfishly is absolutely your right to do - it's actually one of the things BHVR has pushed. Each survivor has their own win condition, there is no actual survivor "team", and even their advertisements asked will you work together or go at it alone? That being said, I do agree (as I had mentioned) that solo queue inherently has a disadvantage due to a lack of communication. I'm just stating that the higher your MMR is, the more likely you'll be getting better quality survivors on your team. That's why I encourage learning how to handle yourself and do well with looping if you do solo queue. Not only will you buy the other survivors more time on gens, but you'll also get the added benefit of increasing your MMR and in turn get better quality survivors on your team. Low to mid MMR solo queue is a bad experience. At higher MMR, the issue isn't as apparent, as high MMR survivors tend to naturally be more team oriented.
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As someone who has played a lot of killer, SWFs (at a more limited scale - I don't know many who play DBD), and Solo Queue, here is one very common pattern.
One issue that can happen is the "solo queue survivor" might not inherently do well with a team due to a variety of possible reasons. Due to this, how well the survivors do in the round really comes down to the lynchpin of the quality of the solo survivor. If they just work alone, it'll usually be a rough match for survivors as a whole. Due to this, when I play solo queue, I ensure that I'm working with the team as much as I can, taking hits, doing rescues, and ensuring my hook states are a shared resource (ie get in the face of the killer and take a hook state if they are chasing someone on death hook). By doing this, you - the lynchpin - ends up being much stronger, and in turn, the chances for the survivors goes up a LOT.
As solo queue, if I didn't go out of my way to sacrifice myself in order to get others an escape through the door, I'd have a roughly 60% escape rate. At the moment, I have a 52.44% from the last 30 days according to the DBD stats tracker (which is almost entirely solo queue except maybe 4 matches), but this is lower than it could be due to, as I stated, I OFTEN will trade in the endgame or go down intentionally in order to ensure other survivor's escape (just my personality).
In the end, if you're playing solo queue, you need to be working with the team. If you're able to hold your own (ie know how to loop, when to take heat off others, etc…), then solo queue isn't that bad, at all. The other factor, of course, are the other people you get put into a match with. That comes down to MMR, which means the better skilled you are, you'll "usually" get put into matches with other experienced players. Your MMR level is on you and your capabilities - the better you are, the more experienced teammates you'll generally get (unless DBD MMR is on vacation which can happen during off hours often where it'll take just about anyone to put into your game).
It really does come down to being able to handle yourself and your skill level - even the quality of other teammates from matchmaking. Here's a recent clip of mine. You can see I'm taking the hit off of one survivor that would otherwise had gotten hooked. Even if I didn't get flashlight saved, that's a LOT of extra time before someone gets hooked which means more time on gens for the team and less time people having to run for unhooks and\or less opportunity for tunneling. You'll notice, however, is that the teammate doesn't just run for the hills and does a successful save. The quality of your gameplay will go up the higher your skill level pushes MMR. At higher MMR levels, survivors as a whole are incredibly strong. If you must do solo queue, work with your team, learn how to loop well, realize hook states are a team resource, and as you climb in MMR, your teammates will be of higher quality.
https://www.youtube.com/watch?v=qWJYi4qz-1wAnother example of solo queue
https://youtu.be/SmXWT7gN3qwYou'll notice people are working together. This naturally happens the higher MMR you are which is why survivors are stronger at high MMR play.
It also helps tremendously to learn how to loop. I'm no great looper, but I know enough to hold my own while on solo queue. Here's an older solo queue video of me. If you can hold the killer's attention for a decent amount of time, that's gens that'll be flying by.
https://youtu.be/NhriQPbYh8U?si=HdOq-r3G6ckw0hMaLong story short, the quality of solo survivor comes down to your quality. You'll inherently be at a disadvantage being solo queue due to a lack of communication, so you'll need to bring your A game. If you're that "rando" for those other survivors who can actually work with the team and hold your own in a chase, then you can overcome that inherent disadvantage to a point where solo queue objectively isn't that bad - and we have the official stats to show that. If you wonder how solo queue reports are so high, that's why - solo queue isn't much of an issue if you can hold your own. If you can't, the survivor team as a whole will certainly feel the pain.
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Dunno, being able to remotely repair generators is pretty ridiculous. The game plays itself for you in this event.
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Because they keep making the game more and more difficult to play for most of the killers. They just recently dropped a pallet turning every map into pallet city. Granted, the S tier killers simply don't care because they are brokenly OP, but the non S tier killers have to play sweaty mode just to stay viable. Either that, or they just switch to S tier killers which is a problem for EVERYone.
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They are very useful in regards to being able to hide your aura (effectively remotes lethal pursuer, and protects against BBQ). However, their limited use makes them not worth running over other items. I'd rather all tiers get standardized to do the same thing, but the rarity dictates how many chargers they have starting with 2 at common and +1 charge for every rarity higher.
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It's a broken record at this point. Almost every patch further makes the weaker killers even more weaker while usually barely affecting the s tier killers who are actually problematic. Result? Less and less people playing weaker killers and more and more people switching to S tier killers. Heck, Otz released a new tier list, and ghostie got demoted from C to D tier.
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They are incredibly useful for their effect, but their use amount is what makes them effectively non-viable. I'd to see their effect standardized across all of them, and then have their rarity affect how many charges you get starting with 2 charges at common and +1 charge for every rarity level above that.
The effect itself is incredibly useful for completely shutting down lethal pursuer at the beginning of a match and canceling out BBQ which means more time on the gen and less time having to hop into a locker. While they aren't great against chases, their aura blocking is their key power.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009778#Comment_4009778
Ghostface is considered d-tier which is kinda true, he can be good if you sneak up on survivors and stalk them why leaning so its fast and then ambush them for fast down or 99 as many as you can and then get them fast (many will force you m1 them to get out of this problem). My problem with ghostface is he is in my opinion one of or the most weakest killer when comes to playing against survivors which have strong teamplay or swf (which are his biggest counter same for trapper,hag) because they will knock you out of your power and block your instadown potencial which makes him just m1 and thats worst state killer can be right now. He is map dependent and when survivors do more gens the are where their objective shortens which makes ghostface weaker to being revealed by them so he actualy is one of few killers which get weaker in endgame insted only stronger and thats huge, imagine situation that you have one guy hooked and other three are coming for rescue and gates are opened or 99 then compare this same situation to mayers and tell me who has more leathal power and means threat to survivors, for me its deffinitely mayers because ghostface has to have each individual survivor marked minimaly 80% of stalk meter to get fast mark and instadown and he can be revealed and suffers 17 seconds (14 with addon) cooldown by every survivor even those on hook,ground can reveal him compare to mayers who just stalks to tier 3 (now evil incarnate) and can have 40 seconds of guarantee instadown on everyone (old mayers had 60 to 100 seconds with aadons) so ghostface is weak at securing kills and is just m1 who is only threat if survivor is 99. I mean his whole counter is survivors just looking at him and they can reveal him with third person camera looking at him when being hidden behind object which just shows how easy he is to counter. I personaly think he should get speedboost like the purple addon (knife sheath is it I think) basekit and more.
The drop leg knife sheath absolutely should be basekit.
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@Hobbit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005926#Comment_4005926
Wdym "suddenly"? I put an offering that is supposed to protect my items. That's literally the purpose of the offering.
I was saying they didn't want people abandoning their matches and still keeping their items, but frankly there's no difference between waiting a few moments to die and just abandoning on the spot since, by the devs own logic, the game for them is over anyway. It doesnt make sense it doesnt work. I was just pointing out maybe thats what the devs were thinking at the time. I csn see where their mind was going (abandoning shouldnt have any real benefits, but it's there if you want to move on), but the logic of that breaks down if the match for that player is effectively over either way.
Long story short, it should work. I was just pointing out maybe it doesnt because they were thinking along the lines of "abandoning gives no rewards outside of what was already earned", but i think white ward should be an exception.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009369#Comment_4009369
He is good untill you get solid swf, he is one of the most or even most byllyable killer in the game all survivors need is one guy staring at him to get him out of his power and he is then just m1 killer with nothing, smart survivors which kinda know they are 99 will come for bodyblocks when you want to hook to force m1 to loose your stalk progress on them and even survivors which are downed or hooked can reveal you so even they can counter you.
Oh I know, p100 ghostie main. Over 500 hours on him, alone. Roughly 2500 hours in total. I like the extra challenge of it, but he's certainly weaker than most other killers.
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@Caiman said:
I'd like to play Trapper more but that rarely goes well. I used to like Clown and Myers until they implemented their weird changes that made them feel worse than before. Doctor was fun but only when I was in newbie MMR. I guess I could go play Pig and Ghostface? Pig's been buffed and Ghostface… exists.
Ghostface is bestface.
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@solidgamer44 said:
yeah cause BHVR refuses to nerf blight or nurse for some reason it is mindblowing, they are hellbent on keeping those two in S tier and not shaking up the killer meta besides new busted DLC that sells well it seems.
so higher mmr is gonna be top tier killers, its been years where i've hoped they would make all killers around A tier and nobody would be in S tier but this is actually never happening they just refuse.
I can't play survivor anymore cause its blight every match and it gets stale real fast, well now it's krasue half of the time which is even a worse experience.
Lower tier killers - especially m1 no mobility killers - depended on regression slowdown to slow the gens down long enough to tear through all the pallets. With all of those practically nuked out of existence, we start to see a lot of Killers simply drop off due to a lack of viability which only leaves killers left like blight and nurse. The problem is, we can't simply buff regression without making blight and nurse more broken than they already are. We are at a stage where balance changes need to stop being global and start directly nerfing the problematic killers while buffing the weaker ones. Every global survivor buff and global killer nerf is just one more nail in the coffin for the m1 no mobility killers.
Killers as a whole arent the problem, killers like blight and nurse (and now kra) are the problem. Survivors keep demanding nerfs to killers or survivor buffs to compete with their power, and BHVR obliges instead of balancing the actual problematic killers. Now all we have left is a small number of viable killers to play. The more killers get nerfed, the more we will start seeing only a handful of killers picked every match. Mass killer nerfs is bad for everyone.
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P100 ghostie main.
My standard build is
Surge - m1 killers with no mobility have less time to kick
Fearmonger - ghosties biggest weakness is chases, so ensuring they can't sprintbrust, lithe, or balance landing away from a gen can stop a chase dead in its tracks
Thrilling tremors - useful information for knowing what gens are being worked on and also provides some generator control, especially if you head to a gen after downing someone which makes the gen person run, then you quickly pick up your down which locks up the gen while you go hook.
Last is a wildcard of whatever you want. I usually do nurses calling for info.
Addons is drop leg knife sheath for speed boosts and wildcard for other addon.
Also, try to learn bully squad antics so you know how to counter. For example, look up CJ tech ans how to counter.
While these perks have gone through changes since I made this video, here was a bully squad shutdown in just over 1 minute. Also, learn to fake pickups to test for any nearby survivors going for a pallet save. A quick crouch is usually enough, then listen for footsteps from someone running up.
https://youtu.be/S6SvH38N7R4 -
They need 3 or 4 uses. Their current use is strong in regarding being able to be immune to aura reads, but their limited count use is too small to be viable over other items. For example, when it first released, you'd immediately drop the vial to counter lethal pursuer right off the bat. Since everyone starts together, with the big radius addon, you effectively makes lethal pursuer give no value. Now the killer has only 3 perks for the rest of the match outside of extending aura reads by a few seconds. You could also use it every time someone is about to get hooked which makes you invulnerable to the effects of BBQ and chili. Very strong. However, its just not worth using when you only get 2 uses.
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@ReverseVelocity said:
It's actually wild. You just can't keep up as an M1 Killer.
They've been slowly putting m1 no mobility killers into extinction considering every new killer has had some sort of dash or ranged attack. I feel they are shifting the game away from m1 killers, and with making the game as frustrating as possible for them, players will abandon them entirely and then BHVR need only balance around dasher/ranged killers only. They even took an m1 killer (myers) and slapped on a dash on him. I think they are effectively trying to soft-delete the no mobility m1 killers from the game without overtly doing it.
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And this was BEFORE the pallet update.
https://youtu.be/jPgBh9Ilhmg?si=ceSmo2qL0s2xbvSg -
@Rizzo said:
Could you please attach the logs? Be sure they are taken right after encountering the issue.
To find them:
- Press the Windows Key + R to open the "Run" command.
- In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
- Click "OK" - this will open your Dead by Daylight Logs folder.
- If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.
- The file called "DeadByDaylight.log" is your log file
Thank you.
Will this work in the middle of the match, or should I wait for the match to conclude? I know how finicky read/write can be sometimes. I unfortunately didn't have my video recording enabled at the time, and no friends were online to test it in a custom match with me. I will put that together along with a log next time I can find someone to test it with. Was just an unexpected thing that occurred in a public match.I was on the map that was released with Singularity's chapter.
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Definitely needs to be changed. Thankfully, my time playing five nights at freddy's made me accustomed to the sound at all times.
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@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005926#Comment_4005926
But abandoning is only there when the games over. There's no point in staying as the games over at that point.
Fair enough. Can't argue with that.
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005924#Comment_4005924
im not the person who created the topic.
Ah my bad.
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Interesting take. I suppose they might want to avoid people just abandoning if things aren't going well just to save their items. Killer about to eliminate you? Abandon, and suddenly you keep your stuff.
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005907#Comment_4005907
i had his axe go through a stump on swamp which ended me looping the springtrap for 3 gens and getting basement camped. Its definitely a bug. I never get lucky like that playing huntress my hatchets just get deleted.
If it's specific to that stump, you need to mention that. Thats a key piece of information. You said it goes through rocks, but now youre saying it's a stump. They can't fix it if a bug is not accurately reported. If the stump is bugged, it definitely needs a fix. Are you missing key information on the "no cooldown on missed attacks"? I played him for a few matches yesterday and always had cooldowns on misses.
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@Alicia_Tried6041 said:
His axe goes through rocks and his attacks have no cooldown if he misses. Fix please.
You may try reinstalling the game or verify file integrity. Im not seeing anything remotely close to that in my matches.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/457314/killer-seeing-hook-states-feedback
Its intended. This with the Off the Record nerf. This wasnt supposed to be an anti-tunnel update…this was secretly a pro-tunnel update all along. Oh boi oh boi did these devs sure bamboozle us.
As killer i also like it because I dont tunnel and often let ppl live so this helps me remember who i should not hook. But lets be real…its gonna be mostly for tunneling.
Maybe, but i dont feel it's likely. People who tunnel only have to keep track of a single person, and no need for an UI to do so. Tunneling has been rampant without this feature for some time because tunnelers aren't keeping track of 4 people's hook states - just 1. It might increase opportunistic tunneling, instead, but it will also reduce accidental tunneling/eliminations as well. I feel it's a net positive.
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My thoughts is whatever they ultimately decide, the effect should be at its strongest at 5 gens and get weaker as gens progress and are entirely removed by the last 2 gens. Tunneling early in the match is what is lame.
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@cburton311 said:
The problem is he's wrong.
Tunneling and Camping are tactics that make killer easier, and arguably fantasy fulfilling but they come at the direct expense of survivor fun. This is unstable and will end the game, eventually.
Similarly, the killer needs to have fun for the game to continue and thrive.
In my opinion Behavior has been approaching the fixes in the wrong way. The antiface camp doesn't even work as intended. The killer just has to wander away from hook for 10 or 15 seconds and wait for the unhooking survivors to show up and then go right back to the hook to face camp that player to death.
They created a compicated set of rules that didn't even solve the problem. The tension for killers that face camp is that gens might get finished while they ignore the other survivors. This should have been the approach to fix face camping: grant the survivors a 5% gen speed bonus while the killer is within 30 meters of the hook and not in chase. Less complicated and encourages survivors to do the thing that makes it less desirable for killers. The killers are free to play this way when it is warranted, they just have to way the consequences. Plus the buff becomes less important as the game enters EGC. IT feels natural. The current system shuts off at EGC, doesn't really prevent the scenario that survivors don't like, and therefore does nothing to improve survivor sentiment.
Additionally, I think they should abandon the idea that DBD is a game of 1v1v1v1v1. That way if your role on hook, leads to a nice BP reward and team win, it makes the camping scenario feel less bad. Less like a waste of the players time. This is the biggest crime in a game and I'm convinced is driving the wave of DC's. Why hang on hook when you could be starting a new game that might be fun?
I think the tunnelling and slugging solutions feel a bit the same way, overly complicated and punishing to each side in different ways that aren't intuitive. I applaud the effort, this just ain't it.
I am an unapologetic survivor main of medium skill. I don't want to spend minutes of the match watching the other players play while I dangle or bleed out. Maybe give me something to do while I'm up there…a minigame that helps me contribute.
The whole 1v1v1v1v1 should be abandoned - I entirely agree. The survivors should all win, tie, or lose together. Plus it allows survivors to have a higher win rate without affecting killer win rates too much. Im also tired of having to explain to people that it's not currently a team game and that each survivor gets their own win condition and ties are literally impossible. If survivors were a team, then we could balance with ties in mind. I forget the math off the top of my head, but it could be balanced where both teams on average would win in the 40s percentile with a 30s percentile chance to tie (again, I forget the actual numbers, but I can grab them if needed). That means we could have it where teams flat out losing is the minority of outcomes where they otherwise more commonly tie or win.
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I took a 6 month break and just recently returned. Depending on how PTB goes, I might just retire permanently and move on. It's one of my favorite games, but they just seem absolutely obsessed with making the weaker m1 killers as obsolete as possible every patch. I don't tunnel and rarely double hook, so maybe I might enjoy these changes, but there's so many reasons why a death can occur within 6 hooks that don't entail tunneling. The number of times I've hooked a survivor, and instead of resetting, they just run straight back to a gen is not insignificant. Usually I just down them so they stop repairs then leave them down so someone can save them but I get SOME pressure from it without double-hooking, but even THAT is getting punished. I think it's silly BHVR is going to be punishing killers for survivor bad plays.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993689#Comment_3993689
I was mainly focusing on the taunting and calling the Survivors via a phone parts, as those goes against how Danny works as Ghost Face when killing people.
Hiding in a locker would fit his character yes, although i'm not sure what benefit it would give him doing that, outside of stalking Survivors from it.
Oh, I agree about the phone thing - I was just mentioning that they do have some game mechanic potential in the actual DBD lore.
It may not be powerful, but it would be fun if he could enter a locker and get third person view - pop out on an unsuspecting survivor nearby. Then again, this would kind of be "campy" ie camping near a gen.
One idea I had before was to have him have an accomplice. With this, at the beginning of the match, 3 lockers are randomly marked. Upon entering a locker, ghostie can look at and active a marked locker. He then functionally teleports to that locker as the accomplice, removes that mark at the new locker (since it's now clear ie no killer inside it since he just left it), but the locker he came from now has a mark. This is him hopping into a locker and "activating" his accomplice. This can make it seem like he's in multiple places at once and could solve his biggest design flaw of having weak map presence and mobility. If a survivor interacts with a marked locker, they get a jumpscare skill check by the ghostie still hiding in that locker. If they succeed, they avoid the knife but get killer's instinct for a few seconds. If they fail, they are injured and get killer's instinct. If they are already injured, they are put into deep wounds and get killer's instinct.
Essentially, ghostie would be "two killers" but only controls one at a time. There's no functional difference between the "original" ghostie and the accomplice.
Came up with the idea prior to Dredge releasing, but considering how many killers they've been adding with "shared abilities", I'd welcome Ghostie having the ability to get around the map better.
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@Smoe said:
Except this isn't Scream's Ghostface, it's DBD's Ghost Face, and giving him a power that is akin to how Ghostface behave in Scream wouldn't fit Danny's character whatsoever.
Ghostface's current power perfectly reflects what kind of character DBD's version of Ghostface is and how he approaches and kills his victims. He's not supposed to be and do like the Ghostfaces in the Scream movies.
Danny's own lore in DBD itself has him hiding in cupboards/closets to stalk his victims. Would be fun if they allowed that ingame.
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I play both sides, but I main an m1 killer (p100 ghostie main, P100 Alan Wake main). Honestly, I think I like most of these changes with the exception of the permanent penalties for doing your objective. There's a variety of reasons why someone could be eliminated by the 6th hook. Toxic survivor, cheater, an afk, other survivors just hiding constantly, or a particular survivor is just extremely strong vs the rest of their team and needs into be eliminated sooner than later, or the team is a strong SWF and you've identified their weak link, or you're just simply having a rough time with hardly any hooks and minutes later just happen to come across the same survivor again which is the only valid target of a hook, or people just giving up on hook, or other survivors refusing to unhook the survivor - there are so many reasons someone would get eliminated that was hooked prior or by the 6th hook. I think its an awful idea to permanently hamstring the killer due to these numerous scenarios that commonly happen.
Other than that permanent penalty, I think the new changes are good, though I'm a bit iffy on basekit BBQ...I think there's too much aura reading as it is in the game.
While I know a LOT of killer players absolutely focus on slugging and tunneling - y'all need to understand - it's a very, very unfun situation. Perhaps I'm biased here, as I typically play for everyone to have fun and I avoid slugging\tunneling if possible (unless it's a bully squad - I'm all in vs them), but at the end of the day, we're all players all playing a game, and if there is something that is consistent incredibly not fun for ANY player - survivors or killers alike - something does need to change.
In the end though, I feel the changes made are good enough to help reduce tunneling and slugging WITHOUT THE NEED TO ALSO have a PERMANENT penalty if a survivor happens to die by the 6th hook. There are just too many valid reasons why that situation can occur…not to mention bully squads absolutely will weaponize that against killers (incoming everyone picking the same meg skin so the killer can't tell who is who in chases). I'm a fan of the proposed changes with the exception of the permanent penalty within 6 hooks which I feel is overkill. If that is seriously going to be added, killers will absolutely need a hook counter built into the game as to avoid unintentionally getting a kill within 6 hooks.
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I play both sides, but I main an m1 killer (p100 ghostie main, P100 Alan Wake main). Honestly, I think I like most of these changes with the exception of the permanent penalties for doing your objective. There's a variety of reasons why someone could be eliminated by the 6th hook. Toxic survivor, cheater, an afk, other survivors just hiding constantly, or a particular survivor is just extremely strong vs the rest of their team and needs into be eliminated sooner than later, or the team is a strong SWF and you've identified their weak link, or you're just simply having a rough time with hardly any hooks and minutes later just happen to come across the same survivor again which is the only valid target of a hook, or people just giving up on hook, or other survivors refusing to unhook the survivor - there are so many reasons someone would get eliminated that was hooked prior or by the 6th hook. I think its an awful idea to permanently hamstring the killer due to these numerous scenarios that commonly happen.
Other than that permanent penalty, I think the new changes are good, though I'm a bit iffy on basekit BBQ...I think there's too much aura reading as it is in the game.
While I know a LOT of killer players absolutely focus on slugging and tunneling - y'all need to understand - it's a very, very unfun situation. Perhaps I'm biased here, as I typically play for everyone to have fun and I avoid slugging\tunneling if possible (unless it's a bully squad - I'm all in vs them), but at the end of the day, we're all players all playing a game, and if there is something that is consistent incredibly not fun for ANY player - survivors or killers alike - something does need to change.
In the end though, I feel the changes made are good enough to help reduce tunneling and slugging WITHOUT THE NEED TO ALSO have a PERMANENT penalty if a survivor happens to die by the 6th hook. There are just too many valid reasons why that situation can occur…not to mention bully squads absolutely will weaponize that against killers (incoming everyone picking the same meg skin so the killer can't tell who is who in chases). I'm a fan of the proposed changes with the exception of the permanent penalty within 6 hooks which I feel is overkill. If that is seriously going to be added, killers will absolutely need a hook counter built into the game as to avoid unintentionally getting a kill within 6 hooks.
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I play both sides, but I main an m1 killer. Honestly, I think I like most of these changes with the exception of the permanent penalties for doing your objective. There's a variety of reasons why someone could be eliminated by the 6th hook. Toxic survivor, cheater, an afk, other survivors just hiding constantly, or a particular survivor is just extremely strong vs the rest of their team and needs into be eliminated sooner than later, or the team is a strong SWF and you've identified their weak link, or you're just simply having a rough time with hardly any hooks and minutes later just happen to come across the same survivor again which is the only valid target of a hook, or people just giving up on hook, or other survivors refusing to unhook the survivor - there are so many reasons someone would get eliminated that was hooked prior or by the 6th hook. I think its an awful idea to permanently hamstring the killer due to these numerous scenarios that commonly happen.
Other than that permanent penalty, I think the new changes are good, though I'm a bit iffy on basekit BBQ...I think there's too much aura reading as it is in the game.
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Because BHVR is starting to balance the game around the expectation that everyone is just going to play dash killers, and since they are overbearing, they keep nerfing killers as a whole or buff survivors as a whole to bring them in line which does nothing but gut non dash killers - especially the m1 no dash killers. This includes turn makes it even less appealing to play non dash killers. Eventually, the only real option to play killer - especially at high mmr - are high mobility killers, and thats a lose lose for everyone. With every killer coming out with mobility, the m1 no mobility killers are starting to become extinct. Eventually, everyone will just see the same handful of killers every match.
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Frankly, I wish they would drop 2v8 entirely - every time it releases, killer players may as well step away for a few weeks and play other games because we get this:
Every time 2v8 comes out, it just entirely kills the ability to play killer viably. We are forced to play survivor just to get "credit" - which I get why, but the fact is, every 2v8 release means you cannot play killer consistently. It's a game mode that singlehandedly prevents players from playing killer. We simply don't have the population to handle splitting the game up, and I wish they'd stop cramming it down our throats every few months. Some people then say - "Well, just play 1v4!" but the problem is the queues are also there, too.
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@ReverseVelocity said:
AI Slop post full of misconceptions.
Once perks became shareable
They have been since day one.
killers now enjoy a 70%+ success rate
It's 60%.
It's even less. 60% is just the kill rate which is a 2.4 kill rate on average.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985162#Comment_3985162
The community points out the DeathSlinger issue quite often. I've already seen a couple of new videos from bloggers complaining about the same issue after the bug fix.
If the whole point of a kill switch is to block something only when more than half the community starts trying to destroy the mod in the comments, than this isn’t killswitch, it’s pushing devs to do some actions behaviour. Seriously, the criteria are still incredibly vague. Why was SM disabled as soon as the bug with stacks affecting the speed of breakdown was discovered, why did we disable Nemesis right away with PWYF, and in this case we've been sitting with a problem of the same level for months?
Again, because people complained often.
Then why I shouldn’t try to create post that covers absolutely same need?
I think probably because it's a slippery slope, It's intended as a last ditch move to prevent something really bad from happening, but if we keep making killswitches on non-gamebreaking issues, we're going to start seeing killswitches a lot more commonly - even things that are merely annoying to go up against but are otherwise manageable. It's intended as a "power move" to stop disaster. There will always be issues plaguing the game that make the game annoying, but it would be bad to keep having the rug pulled from under us for every issue that pops up. If they killswitched every thing that was annoying, we'd probably only have a handful of maps and a select few characters to choose from. Killswitching fully prevents players from being able to interact with the game content - I'd imagine that's something BHVR prefers to avoid. What's worse, dealing with annoying bugs but being able to play, or not be able to play, at all?
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First thing I do is usually head right to a center gen, wait for the killer to leave the area (usually they make a run straight for it unless they are using lethal pursuer), and then slam it out asap. If you can get center gens early in a match, then the odds of success goes up dramatically. It helps eliminate the possibility of getting 3 genned and forces the killer to have to patrol gens much further from each other.
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Ah man, the Smoke Monster would be a fun killer, but I feel the "LOST" franchise would be, er….well "lost" on the majority of the modern community. I'm a BIG fan of LOST - but I almost feel like I'm one of the few people on the planet who knows what it even was, ha.
